The upshot seems to be that we mostly all agree after all. 🙂
Seriously, though, worth reading over.
The upshot seems to be that we mostly all agree after all. 🙂
Seriously, though, worth reading over.
I get told that I am more interested in social experiments than in gameplay all the time. Frankly, I am a bit sick of it. So I want to rant.
I said this in the comments to another post.
A game where the only productive activity is to kill things is the social experiment. A game where people can dance at a bar is more like normal humanity. 🙂
A few folks have noted that the On Point radio show host seemed to be rather interested in drawing analogies to theater, and in discussing games as story. This lays the groundwork for a nice little ludology vs. narratology discussion! 🙂
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Terra Nova has what apparently is T. L.’s last post, and it’s about player-centered design.
Is anyone (any company? any commercial enterprise?) integrating something roughly called “player-centered design” into their MMOG dev processes or is that wording the kind that makes the practicing designer cringe as it seems to undermine the artistic/auteur aspect of producing a game?
The first temptation is to answer “anyone who isn’t player-centered in their design is an idiot.”
After all, the entire discipline of design — and I don’t mean game design, I mean all of design — is about user responses. It’s about holding a conversation with the intended user of an artifact (I was going to type “product” there and then changed my mind), via the artifact itself.
And yet, I know that a lot of folks (such as the ones who typically bash me on, say, game or guild forums, will say that I’m far from being player-centered in my own designs. I’m a poster child for ignoring what players want, right?
The question, to my mind, is “where is the player, really?” and that’s not an easy question to answer.